LevelUnitUpgradeOptions:Action,CreateThreadReturnType:(None)ParametersPlayer=0<Integer>Array#<Real>Unit=NoUnit<Unit>GrammarText:LevelUnitUpgrade(Player,Array#,Unit)HintText:Levelsunitsviaupgrades.CustomScriptCodeLocalVariablesActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfConvertingtoUpgrades==TrueThenGeneral-Switch(Actions)dependingonCappingUpgradesCasesGeneral-If(False)ActionsGeneral-Pickeachintegerfrom1toMaximumUnitCount,anddo(Actions)ActionsGeneral-Switch(Actions)dependingon(UnittypeofUnit)CasesGeneral-If(UnitArray[(Pickedinteger)])
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Increasing Upgrades Beyond 100 == True
Then
General - Switch (Actions) depending on (Upgrade for Unit[(Pickedinteger)] count for player Player, counting In Progress Or Better)
Cases
General - If (100)
Actions
Tech Tree - Add 1 to Upgrade for Unit x100[(Pickedinteger)] upgrade for player Player
Tech Tree - Set Upgrade for Unit[(Pickedinteger)] upgrade level to 0 for player Player
Default
Tech Tree - Add 1 to Upgrade for Unit[(Pickedinteger)] upgrade for player Player
Else
Tech Tree - Add 1 to Upgrade for Unit[(Pickedinteger)] upgrade for player Player
Default
Default
General - Pick each integer from 1 to Maximum Unit Count, and do (Actions)
Actions
General - Switch (Actions) depending on (Unit type of Unit)
Cases
General - If (Unit Array[(Pickedinteger)])
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Upgrade for Unit W/ Cap[(Pickedinteger)] count for player Player, counting In Progress Or Better) < MaximumUpgradeW/CapCountThenTechTree-Add1toUpgradeforUnitW/Cap[(Pickedinteger)]upgradeforplayerPlayerElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfIncreasingUpgradesBeyond100 ==TrueThenGeneral-Switch(Actions)dependingon(UpgradeforUnit[(Pickedinteger)]countforplayerPlayer,countingInProgressOrBetter)CasesGeneral-If(100)ActionsTechTree-Add1toUpgradeforUnitx100[(Pickedinteger)]upgradeforplayerPlayerTechTree-SetUpgradeforUnit[(Pickedinteger)]upgradelevelto0forplayerPlayerDefaultTechTree-Add1toUpgradeforUnit[(Pickedinteger)]upgradeforplayerPlayerElseTechTree-Add1toUpgradeforUnit[(Pickedinteger)]upgradeforplayerPlayerDefaultElse
Not sure how well this will work now, as the library I pulled this from is rather old, but the basic premise should remain the same.
Rollback Post to RevisionRollBack
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
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@cleanto: Go
Not sure how well this will work now, as the library I pulled this from is rather old, but the basic premise should remain the same.
@DuckyTheDuck: Go
This, but you can also switch weapons via catalog. I forget how, but I've done it before so.
Unfortunately, you cannot add or remove weapons via catalogs.